I’ve started a playthrough of God of War from 2018. It’s the one where Kratos is very angry at birches and hides his grief - one assumes - by gruffly addressing his son as “boy” and avoiding any outward expression of emotion. There really is absolutely nothing in that game that attracts me. The combat... Continue Reading →
Game Design Diary – Chains of Command
So I gave up on Harlowe and started using sugarcube instead. I find it is much easier to understand, but I’m actually not entirely sure why that is. I have some Python experience and a bit of JavaScript and CSS and most likely it’s because sugarcube follows a similar logic. I think the primary reason... Continue Reading →
Game Design Diary – Wurk Wurk
I’m in the middle of transcribing and posting a ton of previously written material. Today is also a bank holiday in Sweden and I have some hope catching up on all the things I’ve neglected such as working on Chains of Command and trying to spruce up my portfolio, however that might go. I’m not... Continue Reading →
Game Design Diary – Reviews and Articles
I’m lagging behind on my blogging, as always, but I have kept up with almost every other aspect of my habit list. The things I do want to do are the things that are the hardest, such as keeping up with my writing and making sure that I actually post it. The drawback with writing... Continue Reading →
The Witcher 3: The Wild Hunt
I’ve played it now. All the way trough. No one can tell me that I don’t know or don’t understand The Witcher 3 because I have a trophy, clearly stating that I’ve gone from point A to point B and I have completed it. I still think there are pretty severe issues with The Witcher,... Continue Reading →
Game Design Diary – Chains of Command
I need to take a break over the weekend because I have articles and reviews to write, so less of my own stuff, more stuff for other people. If I have the time, I intend to plan out the data map I need to set up items and evens in Chains of Command. One thing... Continue Reading →